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The latest changes to the game and your table’s tools.
Use Report a Bug in the footer to send a subject and description directly to the site admin. No email or sign-in is needed. The admin can open Bug Reports beside it to read submitted messages; reports stay private.
Your characters and Games are still saved. On the old address, use Connect access to get a code, enter it at the new address, then review and approve the connection on the old tab. Do this in each browser you use. Existing links and the old address keep working; new sharing links use daysofgoldrpg.com. Finish unfinished creation drafts and shopping carts where you started them.
Dread and Fortune numbers now line up in the Game header.
After rolling in Character Play, select the outcomes or questions your result allows and confirm them. Fight, Command a Battalion, Endure, reading moves, Help or Interfere, and Journey save choices with the original roll in Recent Rolls. First Aid costs remain the GM’s choice, saved from the same popup. Journey counts your traveling PCs and any Regional Knowledge or Guide bonus. Reopen a move to finish saved choices or ask held questions. Choice lists now have visible bullets, and Command a Battalion explains how Armor and Harm remove members from a clash without automatically changing the sheet.
Ongoing hirelings now cost 5–20 gp per session according to their role. Spy jobs start at 25 gp, Couriers cost 2–15 gp, and Wizard services cost 25–150+ gp. Carts and future standard recurring wages use the new prices; previously paid sessions remain paid.
The Lord’s House Account cannot hire or pay combat followers, Guards, Veteran Guards, mercenaries, or other military forces. Carts and Pay your dues separate those costs from eligible household spending. Mark other services hired for combat in the cart, or use the combat-hireling setting in Equipment Notes. Existing Household Guards and all other Lord class features are unchanged.
Start a Journey from a Game’s GM Tools. Gather travelers, choose a leader, roll their Wits, and select the available options. Players can participate from Character Play. The active Journey appears on the Overview until a GM resolves or closes it; its shared roll and outcomes stay in Recent Rolls.
Fight resolves your personal exchange of Harm. Command a Battalion uses the battalion’s Quality and exchanges Harm on every result: choose two benefits on 10+, one on 7–9, and take 1 additional Harm on 6−. When personally fighting the same enemy force alongside your battalion, roll both moves together and resolve their exchanges separately as one clash. Command a Battalion is in every character’s Basic Moves, with Quality filled in for recorded battalions and manual entry for other forces.
Master-at-Arms, Interpose, Mounted Knight, Brutal, Renown, and weapon upgrades now clearly identify their Fight effects. For Honor! grants charging allies +1 Armor for their first Fight exchange and allied battalions +1 Armor for their first clash, once per conflict. Combat references throughout the rules, class pages, and play sheets use the same structure.
Open a Game to see character cards, quick actions, and recent shared rolls together. Use the Game navigation for Characters, GM Tools, and Settings, with Rules and Marketplace available through Quick Actions. Your existing dice roller, generators, invitations, and management options are still here.
Overview now fits four compact character cards across on desktop, with smaller Quick Actions, Session Tools, and single-line Recent Rolls. Open Fortune & Knowledge on a card for that class’s Fortune trigger and Regional Knowledge. Perks & Choices stays in the Characters tab for GMs.
Click or tap the dice or row for a Journey to see its roll math, travelers, available choices, selected benefits, and consequences of unpicked options. The result stays with its roll after the GM resolves the Journey. Closed tools and replaced rerolls are labeled separately.
GMs and co-GMs can set the current location, session number, and in-game date, mark characters present, and begin or end a session. Optional Session Notes are private to the Game’s GMs. Dread and Fortune totals appear in the banner, with adjustments kept in GM controls. Starting or ending a session never charges players or changes their character resources.
Everyone in a Game can see card details including Lifestyle, Current Want, class resources, and local Reputation. Coin balances and House Account amounts are visible only to that character’s controllers and the Game’s GMs. Set Current Want under Connections in your character’s Edit sheet. Full character sheets keep their existing access permissions.
Lord Marketplace carts now show both House Account gold and personal coins. Checkout spends the House Account on eligible expenses first. Combat hiring and any remaining cost use personal funds. Review the amounts before confirming your purchase.
Use Pay your dues at the top right of your play sheet to review ongoing costs and confirm payment when a new session begins. Per-session Marketplace purchases are tracked automatically; for an existing service, enter its Session cost under Equipment in Edit. Notes open from the Notes button, where you can also adjust prepaid sessions. Prepaid sessions are used before charging again. Lords refresh their House Account for the new session and spend it on eligible noncombat costs first; military wages use personal funds. Nothing is charged until you confirm.
GMs and co-GMs can open Perks & Choices beside a character in their Game to see that character’s free perk, selected perks, and class signature choices in a compact popup. These details are visible only to the Game’s GMs.
View or change your Lifestyle directly in Play. Your Game’s GMs also see your current choice beside your character in the roster.
Track all three currencies on your sheet. Marketplace carts count them together when checking what you can afford, and checkout makes the correct change. Existing balances keep their full value.
Finishing Guided Creation now offers a Go Shopping? guide showing your available coins, how carts and checkout work, and useful supplies such as torches, food, and water. Equipment is also available in Play, with a Marketplace shortcut beside Add in both sheet views.
Stat names are larger, section labels use clearer red accents, and the Gold label is gold. The Lord’s Household summary keeps House Account limits, end-of-session expiration, and the benefits of staying at home close at hand.
Get the Lay of the Land correctly rolls +Wits: ask three questions on a 10+, or one on a 7–9 or 6−. On a 6−, you also miss something important. Regional Knowledge adds one question on every result. Wilderwise and Revelation keep their once-per-session extra question, which stacks with Regional Knowledge.
Use the same Character Vault and Games on your phone, desktop, or tablet without creating an account. Under Characters, choose Link Another Device on the device that already has access. On the other device, choose Link Existing Access, scan the QR code or enter the short code, then review and approve the connection on your trusted device.
Linking combines your existing character access and Game memberships, including your GM and co-GM roles. Characters already on either device are kept, and new characters and Game access are shared across your linked devices.
Open Linked Devices to see your connected devices and remove one when needed. Removing a device takes away its access without deleting your characters, leaving your Games, or disconnecting your other devices. Each linking code can be used once and expires after five minutes.
Call on a fellow knight when you undertake an Oath, face serious imminent danger, or protect someone in peril. They stay for as long as that duty reasonably lasts and have 5 Wounds, 2 Armor, and a 3 Harm weapon. You can have one Brotherhood Knight helping you at a time. A compact area on your play page lets you name them and see their stats.
The once-per-conflict bonus of +1 Harm with your chosen weapon now requires a 10+ Fight roll, instead of 7+.
The opening +1 Harm bonus now applies to your first 10+ Fight roll while mounted in open ground. While mounted, you can also split incoming Harm between yourself and your war horse, or let either take it all. Apply the original target’s Armor and reductions once, before splitting the remaining Harm.
When you deal Harm while mounted on or near your bonded war horse, it also deals its Harm to one foe within its reach. It can strike the same creature you attacked or a different foe.
You can still maintain two active Oaths and complete them separately. You now choose two different Oath Rewards instead of one whenever you complete an Oath.
When you openly identify yourself as a knight and are in good standing with those you address, people tend to offer respect, easier passage, shelter, food, safety, or reasonable aid. At the start of combat, heal 1 Wound if at least one nearby ally or foe regards you as honorable.
Removed the separate Oath Rewards and Notes field from the visible sheet; use Active Oaths to keep track of your duties. Existing writing is preserved, and previously selected Two Oaths and Duelist perks carry over to Oathmaster and Honorborn.